If the interrupt wasn't "33%" but, every third hit you get interrupted (and you can view and track the current counter etc.), then it would NOT be random, while the chance would stay the same, but everyone could play around that.
^ It's not like BDO enhance system where you get 3.5% to 5% chance to hit and each time costs to try again, this is something that continually happens. It makes it more tense because you don't wanna be getting interrupted at all, sure, so you're not gonna get the massive hits that make foot fighting or archery seem less RNG, but if you just play, instead, thinking "I have a 33% chance to get interrupted," then you should be able to calculate your playstyle by that "this is worth the risk, this isn't, he got me this time damn, or lucky me I got it off..."
Like I said, because the chance itself is hard set, I don't think that's RNG esp compared to everything else except like... mining or maybe hunger that is unpredictable. "RNG" as you call it, or hit rate/dodge rate/hold cast rate, whatever is an important governor of gameplay, IMO, because every time I've seen a hard cap, it's been a disaster, because they it becomes about simply getting the number of hits or like it was w/ dismount, you need a certain wep do it.
It is randomly generating a number, let's say 1-100 and if it's over 34 then you hold your spell, but that process is 'the same,' every time and thus allows you to base your gameplay on it. Sure, you could win or lose because of rolls, but over time, you shouldn't. It should be a very small variance, and it allows you to plot a game play strategy and your enemy to plot a game play strategy without either 'cheesing' the system, yet the 1/3 hit thing is still in play.
I don't understand it. I don't understand the people who talk about RNG and hate it in games. Every game I have played has massive RNG. Like I said, it actually protects the integrity of the game cuz you can't 'bank on it,' so it makes it less cheesy. But I didn't study MATH. I'm p sure I could find someone saying what I am saying in a paper of sorts, tho.
To me, RNG is wild variance. Like if you have 2% chance of instant death on head hits. Like some of the punches you throw in UFC or Boxing games and just get the instant KO, it's like lol ok. I also don't dislike 'random death rolls ' (like in MO getting zerged,) and I find them to generally be NOT THAT RANDOM (obv way more than 33%, but we play for the excitement and to see what's around every corner, strange that in practice, people want hard numbers like this sword does this dmg every time. But yea something weird like what I listed would be offensive, but there's almost no reason to put it in the game. Mage interrupts are arguably necessary.